Difference between revisions of "Cubemaps"
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{{stub}} | {{stub}} | ||
{{otherWikis|{{vdc|Cubemaps}}}} | {{otherWikis|{{vdc|Cubemaps}}}} | ||
| − | [[File:Env_cubemap.png|thumb]] | + | {{Quotation|'''The Engineer''' after successfully building new cubemaps|We did it! With a little help from Mother Science.|sound=Cm_engie_gamewon_14.mp3}} |
| + | [[File:Env_cubemap.png|thumb|Default icon.]] | ||
'''Cubemaps''' store data about a reflective object's surroundings, and are used to correctly render its appearance. Most Source engine games rely on cubemaps, including TF2. | '''Cubemaps''' store data about a reflective object's surroundings, and are used to correctly render its appearance. Most Source engine games rely on cubemaps, including TF2. | ||
== Implementation == | == Implementation == | ||
| − | Cubemap entities are placed at eye level (about 64 | + | Cubemap entities are placed at eye level (about ~64 Hammer units (Hu)) to create the most realistic reflections. If an area of a map differs in lighting or size, another cubemap is typically placed. |
Once lighting is compiled and the map is running, the map author uses the console command "buildcubemaps" to generate the reflections. | Once lighting is compiled and the map is running, the map author uses the console command "buildcubemaps" to generate the reflections. | ||
== Missing cubemaps == | == Missing cubemaps == | ||
| − | If no cubemap entities are placed in a map and built, reflections default to the [[skybox]] texture or to a purple and black checkerboard pattern. This issue is common in maps that are still under development. | + | If no cubemap entities are placed in a map and built, reflections default to the [[skybox]] texture or to a purple and black checkerboard pattern. This issue is common in maps that are still under development, although mapmakers sometimes use more palatable placeholder/dummy textures. |
| − | There is no default cubemap in ''Team Fortress 2'' ''per se'', and therefore must be built manually. This is usually achieved by entering {{cvar|buildcubemaps}} in console when mapmaking, for example. | + | There is no default cubemap in ''Team Fortress 2'' ''per se'', and therefore it must be built manually when necessary. This is usually achieved by entering {{cvar|buildcubemaps}} in console when mapmaking, for example. |
Revision as of 19:32, 16 April 2018
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| “ | We did it! With a little help from Mother Science.
Click to listen
— The Engineer after successfully building new cubemaps
|
” |
Cubemaps store data about a reflective object's surroundings, and are used to correctly render its appearance. Most Source engine games rely on cubemaps, including TF2.
Implementation
Cubemap entities are placed at eye level (about ~64 Hammer units (Hu)) to create the most realistic reflections. If an area of a map differs in lighting or size, another cubemap is typically placed.
Once lighting is compiled and the map is running, the map author uses the console command "buildcubemaps" to generate the reflections.
Missing cubemaps
If no cubemap entities are placed in a map and built, reflections default to the skybox texture or to a purple and black checkerboard pattern. This issue is common in maps that are still under development, although mapmakers sometimes use more palatable placeholder/dummy textures.
There is no default cubemap in Team Fortress 2 per se, and therefore it must be built manually when necessary. This is usually achieved by entering buildcubemaps in console when mapmaking, for example.
